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2020 Art Wishlist


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  • 1 month later...
1 hour ago, stanislas69 said:

-    Get someone to review the changes on Kushites background patch

wut?

 

1 hour ago, stanislas69 said:

-    Seed random sounds so that units always play the same tone individually

Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?

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Addition of specific voices to the factions I think would make a huge impact in the game. It's really cool that now we have the new Persian voices and you are making the Kushites.

One addition for fauna: flocks of birds flying (like ducks or something).

About the biomes, some possible improvements:

  • Autumn: the colors look a bit saturated, maybe the grass is too yellow.
  • Savannah: more flora variations would be nice.
  • Snowy: snow on top of buildings (I imagine that this would be a lot of work).
  • Tropic: also the colors, not sure if saturated is the correct word, or too colorful...

Also, since I've seen that GIF with the bonfire from @vladislavbelov (if I'm correct) I'm dreaming about that... would really be great for some night scenarios.

Apart from that, thanks for all these contributions!

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10 hours ago, wowgetoffyourcellphone said:

wut?

https://code.wildfiregames.com/D1758

10 hours ago, wowgetoffyourcellphone said:

Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?

That's a different one but yeah I can add that to the list.

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  • 4 weeks later...
  • 2 weeks later...
2 hours ago, Sturm said:

Some dead tree trunks may sound good!

Might want to suggest that into the tree thread.

55 minutes ago, av93 said:

Persian voices are done? 

Farsi yes, ancient Persian no @Itms was working on something for them.

55 minutes ago, av93 said:

The RC for pyrogenesis is the engine split?

Totally unrelated, this .rc file just adds information to the windows executable

 

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  • 2 weeks later...
  • 3 weeks later...

Structures I hope that will get replaced in A24:

  • brit wonder
  • gaul wonder
  • mace dock (with something similar to rome, sele, spart docks)
  • mace wonder
  • pers wonder
  • ptol civic centre
  • rome civic centre

Also nice to have (@LordGood?) would be:

  • brit, cart, kush, maur, pers, sele chariot stable
  • mace, ptol, sele palace
  • cart, mace, ptol, rome, sele, spart shipyard (long and narrow boathouse; cf. athen dock)
  • ptol, rome, sele stoa
  • ptol, rome, sele theatre

And @Sundiata's suggestion of long and narrow fields (e.g. 3×30 instead of 8×8) for all factions.

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1 hour ago, stanislas69 said:

What's up with that ? What would you see instead ?

Rome only started to build in that high imperial style during the principate, i.e. after our timeframe. Moreover, the current civic centre is larger and much higher than the other centres. I'd like to have something more similar in shape to the centres of e.g. athen, cart, spart:

screenshot0002.thumb.png.e78e840d2133d8781208382264226073.png

1 hour ago, stanislas69 said:

What's the issue with it ? Is it because it's a duplicate of the athen dock ? 

It's because it doesn't look like a dock (where you'd moor and (un)load your ship); it resembles a boat house (where you'd store ship dry on land during the winter); also, there are two wargalleys visible inside, which is wrong. So I'm hoping for something more similar to the other docks:

screenshot0001.thumb.png.efa4b3857a08e541cf086fa3e1b03634.png

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16 minutes ago, stanislas69 said:

Why is it wrong ?

Several things. To start with, the dock is available in village phase, wargalleys only in town phase. Furthermore, it's weird to see ships inside when it's not yet completed.

Ancient galleys were very light and floated on the water. However, the longer they stayed at sea, the more water they collected inside, and the slower (and thus more vulnerable) they became. Whenever there was an opportunity, they were drawn on land to dry them – and to prevent them from being blown away by strong winds.

The current dock actor itself is actually a quite decent representation of an Athenian boathouse – except that those were primarily on the shore to keep the ship dry:

1701149737_Screenshotfrom2019-05-0821-21-26.thumb.png.26c9a63ec6ae6486140a020a319c3d63.png

source: L. Casson Ships and Seamanship in the Ancient World (Princeton 1971)

However, a boathouse (on shore, ship inside) is something different than a dock (in water, ship outside).

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14 minutes ago, Nescio said:

Furthermore, it's weird to see ships inside when it's not yet completed.

That can be fixed easily I think.

Okay so it's wrong for both athenians and macedonians. Though it could be used for other purposes such as ship repair.

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  • 2 weeks later...

CIVILIAN ANIMATIONS

  • Could be used as props for buildings to add more life and immersion to the game.

POTENTIAL CIVILIANS

Housewife

  • Doing household chores

Children

  • Playing
  • Running back and forth and resting for a while

Beggar

  • Asking for alms

Drunkard

  • Succumbing to drunkenness

Merchant

  • Promoting his goods and persuading the crowd

Philosopher

  • Sharing wisdom to a crowd

Smith

  • Crafting

Stray animals

  • Roaming back and forth and occasionally sitting

THREATENED ANIMATIONS (To be used as an animation when building are being captured)

  • Jumping while panicking
  • Crouched nervously
  • Falling to his/her knees and begin to scream and cry helplessly
  • Sitting on the ground begging for his/her life
  • Running amok in a state of panick
  • Committing suicide as a final attempt to break off from the violence

mb-03848547.jpg

stock-photo-man-sitting-at-the-corner-of

mashable.com

Tagging @Alexandermb in case you are interested? :)

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OBSTRUCTION for selected actor files in Atlas i.e. (Structure, flora and geological entities)

  • So that map makers could make great use of these entities either strategically or for aesthetics.

Imagine urban combat where you do not have to worry about your units running amok capturing and destroying structures.

  • If some of you are familiar with RISK type of map mod especially with Warcraft 3
  • We could attain such gameplay with this, where CCs are scripted to spawn a certain amount of unit.
  • It will be custom map where your only priority is to fight units and capture the CC. A game of just pure combat and battle strategy.
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